Kayoz
Matrix Elite Guard

Posts: 1516
Joined: 12/20/2010 From: Timbuktu Status: offline
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quote:
ORIGINAL: Plant 1) The railgun, armour, repair bot issue is very complex, as railguns start off strong, but scale badl with other weapon techs later in the game, it isn't certain how exactly armour works, except that it doesn't seem to be working as the Galactopedia describes and repairbots completely throw change armour effectiveness, once last tech armour is reached. Perhaps I should have phrased that better. I agree with MartialDoctor that railguns in the early to mid game, are obscenely overpowered. With late game tech, they are nigh useless. But until one gets near the end of the armour tech and has repair bots, they are by far the weapon of choice. quote:
ORIGINAL: Plant 2)In Legends, reproduction was important, but wasn't so spectacularily amazing as it was in Shadows, since everybody started with large homeworld populations. However, as well as the effects of certain wonders, the single most important effect in Shadows is your homeworld income, and the early game determines the rest of the game. When I was playing as the Mortalens, I could barely afford a military, meanwhile the Securans and Gizureans and Shandar and Teekans were weilding massive militaries, simply because they could afford to do so. In the Shandar case, their Utopian government give amazing growth bonuses and in the Teekan case, the have a good growth rate as well a good colony income bonus. Every game I have ever played, the Securans and Gizureans always dominate. Exactly my point. The growth rate of those races (Securan in particular) has a snowball effect, which one did not see in previous DW versions due to the larger starting populations. quote:
ORIGINAL: Plant 3) As for Pirates, I am not sure. The main problem I have, is that I can destroy and control homeworlds at the start of the game with complete ease, which is something the AI pirates do not do. It feels like cheating, but if they refuse to pay protection, or the protection fee is tiny, then I have no choice. As for smuggling vs raiding, it's difficult since comparing how Pirate earn money isn't as obvious as it is with Empires. It isn't obvious even within your own pirate race even with yearly screens, since you have no idea how much money a single colony is giving you through control or smuggling or mining. I thought I hedged my statement on smugglers. It's near impossible to know which is the precise economic formula, so it's hard to say how pirates balance against one another. I'm merely going on the feel of smugglers as opposed to others. It seem to be much easier with them to maintain an economic base than others. Perhaps it's my play style and the random nature of the games I've played with them. quote:
ORIGINAL: Plant One thing the game needs is a better pirate mission screen. You can have 100 missions, off all kinds, some you want to take, others that you don't, some you want to keep an eye on the time to auction or dates to complete, and you have only 3 you can see at any one time. It's baffling. Please have a scroll bar and a popup screen with tiled icons. Absolutely. The pirate mission interface is a nightmare to work with.
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“That which can be asserted without evidence, can be dismissed without evidence.” ― Christopher Hitchens
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